Not a member yet? Why not Sign up today
Create an account  

Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Latest Threads
Sound & Music Mods
Forum: Stage & Sound Mods
Last Post: CerberusNora
4 hours ago
» Replies: 1,288
» Views: 246,505
Segadordelinks' SC6 Mods
Forum: Character/Stage/Sound/Misc Mods
Last Post: Segadordelinks
11 hours ago
» Replies: 149
» Views: 78,583
Custom Skins/Models
Forum: Character Mods
Last Post: Leonaura
Yesterday, 05:58 PM
» Replies: 2,406
» Views: 2,386,409
WIP: Sleepy_Scrub's TLDR ...
Forum: Tutorials / Guides
Last Post: sleepy_scrub
Yesterday, 09:51 AM
» Replies: 11
» Views: 3,203
Mod Showcase
Forum: Character Mods
Last Post: hinomotoani
Yesterday, 07:15 AM
» Replies: 1,212
» Views: 446,384
Mod Requests
Forum: Character Mods
Last Post: hinomotoani
Yesterday, 06:12 AM
» Replies: 1,112
» Views: 298,152
Stage Logo Replacement Se...
Forum: Stage & Sound Mods
Last Post: MattyICE774
Yesterday, 03:20 AM
» Replies: 197
» Views: 23,552
Offtopic Discussion
Forum: Offtopic
Last Post: Karl_Est
09-24-2020, 11:04 AM
» Replies: 1,682
» Views: 339,880
Problem with physics? - D...
Forum: Modding Questions & Discussions
Last Post: Leonaura
09-24-2020, 04:23 AM
» Replies: 0
» Views: 47
I've downloaded Blender a...
Forum: Modding Questions & Discussions
Last Post: beatlemnkyhuman
09-23-2020, 03:01 PM
» Replies: 3
» Views: 68
SFV Costume or Character ...
Forum: Character Mods
Last Post: robhal
09-23-2020, 09:26 AM
» Replies: 3,949
» Views: 1,186,165
Character Select Screen I...
Forum: Modding Questions & Discussions
Last Post: Leonaura
09-23-2020, 04:58 AM
» Replies: 16
» Views: 303
SFV - General And Technic...
Forum: Miscellaneous
Last Post: Karl_Est
09-22-2020, 12:16 PM
» Replies: 1,200
» Views: 208,674
Modding Discussion Thread
Forum: Modding Questions & Discussions
Last Post: bbb
09-21-2020, 10:54 PM
» Replies: 858
» Views: 185,082
Custom Skins/Models (Nude...
Forum: Character Mods
Last Post: addysun
09-20-2020, 11:13 PM
» Replies: 828
» Views: 817,618
Hud Mods - Life Bars, V-G...
Forum: Stage & Sound Mods
Last Post: FGCdraft
09-20-2020, 09:06 AM
» Replies: 16
» Views: 1,503
[Guide] Some info about c...
Forum: Tutorials / Guides
Last Post: robhal
09-20-2020, 04:00 AM
» Replies: 10
» Views: 2,537
Mod manager / Trainer
Forum: Tools, Tutorials & Resources
Last Post: zettysuu
09-19-2020, 08:27 PM
» Replies: 8
» Views: 5,793
Changing characters anima...
Forum: Modding Questions & Discussions
Last Post: Leonaura
09-19-2020, 06:24 PM
» Replies: 1
» Views: 78
VFx Modding Info and Tips
Forum: Tools, Tutorials & Resources
Last Post: Killbox
09-18-2020, 10:59 PM
» Replies: 2
» Views: 173

 
Forum Statistics

Members: 4,157,   Latest member: soft718,   Forum threads: 619,   Forum posts: 23,141,   Full Statistics


  Problem with physics? - Distortion Fix
Posted by: Leonaura - 09-24-2020, 04:23 AM - Forum: Modding Questions & Discussions - No Replies

Hi, guys!

I'm working with Enero, one of the Dolls, and this is what happens:

If I activate the distortion fix (Nepafu CT) the model seems nice, but If I play without that fix (which I normally do):

Show ContentWITHOUT THE FIX:

With the fix, this is how she looks:

Show ContentWITH THE FIX:

Any idea?

Print this item

  I've downloaded Blender and Unreal engine
Posted by: beatlemnkyhuman - 09-23-2020, 07:56 AM - Forum: Modding Questions & Discussions - Replies (3)

I want to work on more complicated mods.

Let's say I want to work on "Tiggiewhites england stage"

I have the .paks

How can I open them and view the insides?

I was told they could change some pictures but they left the scene.

I want to do this myself.

How?

Print this item

  Changing characters animation?
Posted by: gbxemu - 09-19-2020, 03:25 PM - Forum: Modding Questions & Discussions - Replies (1)

Basically I want to switch all the female characters to have menat's animation set and in game moves. Any idea how I can do this? I tried googling alot but everything is really confusing. I would appreciate some help with this and i'm also willing to pay for a tutorial/help.

Please let me know Smile

something like this, but menat instead:
https://www.youtube.com/watch?v=U4yOLFVbcHM&t=77s

Print this item

  CustomizeSetting Hex editing and Data
Posted by: Killbox - 09-17-2020, 11:08 AM - Forum: Tools, Tutorials & Resources - Replies (2)

So ive been doing some Non Moveset related modding and hex editing and i think i have found something that may interest Costume Modders
This may need some further testing but i think i figured out the structure


For this example i am using Ryu's C1 Default Costume CustomizeSetting
Special thanks to ( @Ouji )
[Image: 5.png]

Print this item

  VFx Modding Info and Tips
Posted by: Remy2FANG - 09-14-2020, 06:30 AM - Forum: Tools, Tutorials & Resources - Replies (2)

[Image: de44l6c-60140906-25e7-4456-8515-1e2b4b5eb974.jpg]



Programs You'll Be using a lot:  UModel, A Color Editing Tool like Photoshop or GIMP, Unreal Engine 4.7.6,  HxD Hex Editor






[Image: 50339482833_6b6c3a8dd1_b.jpg]
[Image: 50340201536_e3f10ea12f_b.jpg]
Street Fighter V VFx Modding.  You'll need to be familiar with their Materials and Textures names...and also the character's moveset names.
A Character's VFx Directory looks like this:  \StreetFighterV\Content\Chara\xxx\VFx .  I usually pay attention to the Textures and Materials.  ...but if I really have to, I'll also look into the ParticleSystems, DataAsset, and the Models.




Textures

VFx modding is more or less similar to Character modding, but it is different in some regards.  If you want to change the color of a character's visual effects, it may seem like a simple task by exporting all the (or specific) Texture assets into TGA files via Umodel (including the VT2 ones) and color edit the Textures in Photoshop or GIMP (or giving them a totally different texture image), and turning them back into Texture assets in UE4.  

[Image: 50339456883_f4377993ff_b.jpg]
[Image: 50340302387_77ee983489_b.jpg]
For Textures, just set them up as:
Mip Gen Settings:  FromTextureGroup
TextureGroup:  Cinematic
sRGB:  Check
Never Stream:  Check
Compression Settings:  TC Default


But then in some cases when you play the game with your new VFx mod, you realize that not all of it has changed and some of the effect colors stayed the same. This part may not be necessary, but it is a way to be thorough with the VFx modding.  If you don't care about this part, just scroll down until you see ParticleSystems in big bold font. 



Materials

If you don't mind being thorough, you'll just have to read the character's VFx Material assets in Hex Editor in order to see which other Materials and Textures they reference to.   ...And there's going to be A LOT of it just for one character.  

[Image: 50339745093_d572fb16c0_b.jpg]
102 Material assets, not including what's inside the AuraTrail and VT2 folders.  Yikes.


They'll most likely reference the materials and textures within the Character's VFx folder, but many times they will also reference BaseMaterials and Textures within the VFx-->CMN folder (these are outside of the character's folder, so they are shared by multiple characters).  You should also read the referenced BaseMaterial’s assets in order to see which Textures they’re also referring to.  


[Image: 50339745078_7af2ae8d34_b.jpg]
Reading one of Ken's VFx Material's on Hex Editor.  It references to Ken's other Material assets but also to the VFx folder outside of the general Chara folder.


[Image: 50339501658_03d7203e92_b.jpg]
A VFx directory outside of a character's folder.  \StreetFighterV\Content\VFx\CMN .  I usually focus on the Textures and BaseMaterials here.



From what I've seen from F.A.N.G, Chun-Li, and Ken (I'm focusing on Ken for this part), the most common BaseMaterials they use are:

GP_T1_SubUV_ia
M_AT_Base
M_T1_1side_ic_unlit
M_T1_UVs_ic_ia
P_T1_VF_01
PM_T1_fbk_ia
PM_T2_fbk_bo_ia
PM_T2_fbk_bo_ia_depth
PM_T2_fbk_bo_ia2
PM_T2_UVs_bo_ia
PM_T2_UVs_bo_ia2
P_T2_VF_normal_masked
M_AuraTrail    
M_AuraTrail_ref   
M_Trail_Base    
M_Trail_Ref 

This might be the same for every other character that uses VFx.



And the most common Textures they (mostly Ken and probably shotos) use are:

AT_Trail_02
AT_Trail_Mask_01
AT_Trail_Mask_03
AT_Trail_Normal_01
AT_Trail_Normal_02
BumpOffset   
BumpOffset_03
BumpOffset_04
BumpOffset_06
BumpOffset_08
BumpOffset_09
CMN_cubemap
Fbk_Aura     
Fbk_Aura_01
Fbk_Aura_02
Fbk_Aura_05
Fbk_Aura_06
Fbk_Wind_01
Fbk_Wind_03
filter_mask_03
FHdk_Hand
Hdk_Hand
LongSpark_02
PT_01
PT_05
PT_06
Spark_01
Spark_02
SPatk_Line01
SPatk_Line03
SPatk_Pt04
SPatk_Pt07
UVs_Aura    
UVs_Aura_01
UVs_Aura_02
UVs_Aura_04_Clamp
UVs_Aura_05_Clamp
UVs_Aura_06
UVs_Aura_07
UVs_Aura_19_mirror
UVs_Wind    
UVs_Wind_01
UVs_Wind_05
UVs_Wind_08
UVs_Wind_11_Clamp
UVs_Wind_32_Clamp




If you’re going to use/edit the materials and textures from the VFx-->CMN folder, it’s best to make a copy of CMN and rename it to something else so that would not disrupt the visuals or colors for the other characters in the game.  Let’s say rename it to CXN.  

[Image: 50340216641_91cc205826_z.jpg]

But keep in mind, once the CXN is created, materials from both the BaseMaterials AND some of the Materials inside the Charater's VFx folder must be edited in order to reference the CXN folder instead of the CMN folder.  Likewise for the Textures that's originally within the CMN folder; they should also reference the CXN folder.  CXN should only be used for that particular character.  If you're going to make another VFx mod for another character, name it something else like FXN so it will be specific to that other character so that it will not disrupt the character having the CXN folder.  Texture files are edited the same way like the Character specific VFx Texture files, but they have to under the CXN folder in UE4.

[Image: 50340228051_0bbd19475f_z.jpg]
[Image: 50339541203_e9cdc8a927_b.jpg]
Ctrl + R, Replace CMN with CXN . Search Direction = All .  Replace All .

[Image: 50340385407_d92a20ae86_z.jpg]
Replaced!

[Image: 50340228011_6a3303c5f1_z.jpg]
But sometimes you'll have to switch it back to CMN if the reference source goes to Chara/CMN/BaseMaterial/Function/Some-FileName.  Don't edit those type of references.



ParticleSystems

But just to let you know, even with all that hard work, some of the original VFx colors will still be there Sad Sad Sad .  In that case, you'll just have to edit the appropriate ParticleSystems assets which heavily rely on the Character's VFx Material assets...and you have to be familiar with that character's moveset names and its "anatomy" too.  Albeit, all I did was disable certain aspects of it, so such visuals would not be shown, but at least the edited texture colors would be more strongly visible and not obscured.

[Image: 50340201536_e3f10ea12f_b.jpg]
ParticleSystems inside a Character's VFx folder.


In one of Ken's cases, I edited the ParticleSystems asset FHdk_Core, which controls the "Core" of the Hadouken fireball.  What I did here is replace Hdk_Flr to HdkXFlr.  Essentially, it's just referencing to nothing, but this is how I disable certain parts of the fireball just to make it "Greener."

[Image: 50340421617_a2a5d7685c_z.jpg]
Editing ParticleSystems asset FHdk_Core by replacing Hdk_Flr to HdkXFlr.





DataAsset

( 09/19/2020 ) CORRECTION by @KillboxIf you want to disable VFX completely i would highly just recommend to use https://github.com/DoctorBearPhD/SFVList...es/tag/2.0
On "Chara/Ken/DataAsset/DA_KEN_PSListContainer" to just remove the entire Path to the

"/Game/Chara/Ken/VFX/DataAsset/DA_KEN_Hdk"
"/Game/Chara/Ken/VFX/DataAsset/DA_KEN_Hdk_EX"
"/Game/Chara/Ken/VFX/DataAsset/DA_KEN_FHdk"
"/Game/Chara/Ken/VFX/DataAsset/DA_KEN_FHdk_EX"



(Original post) If you want to totally disable certain moves' VFx, like Ken shooting fireballs but no fireballs are coming out (invisible fireballs), you can just edit the DataAsset files via Hex Editor and replace the appropriate reference with X's, similar to how I edited the ParticleSystems asset from the example above.





Models / Mesh

VFx also have mesh files inside the Models folder.  Original mesh assets DON'T have any materials attach to it, because the game will just overlay it with the visual effects provided by the ParticleSystem that uses the assets from the Material folder.  You don’t need to worry about the mesh...unless you want to replace it and change it’s shape, which you could actually do.  

I suggest using Umodel to see which mesh you would want to export into as a psk file (they have visual previews so you'll know which to pick), import the psk file to Blender3D (with psk plugin) and size it down to 0.010039554 (so you don't have to resize it down in UE4).  Modding the mesh is similar to modding a character's mesh, except it's more simplistic (they have no armature, so no weights are involved).  With a modded mesh, you can attach a Material with it too and give it a texture...but the texture will not show up anyway, unless you disable some of the appropriate references Materials in the appropriate ParticleSystem asset.  In my case where I used the mesh for FANG’s Nishikyu poison ball (the “core”), the mesh’s texture did actually show up in a simplistic way.  But the way the game engine works, it can only appear as an emitting object, obscuring the fine details.  I don’t know how it works for other characters, but I’d assume it’s something similar.  

[Image: 50340649097_27c19f3680.jpg]
F.A.N.G's poison balls turn into hearts via Blender3D, UE4, Material referencing, and Texture editing.


If you're curious, the Material I used to attach the mesh for FANG's poison ball is with MIP_Nsk_Ptcl (found in FANG's character-specific VFx Materials).  When reading MIP_Nsk_Ptcl, one of the VFx-CMN BaseMaterials is P_T1_VF_01 which references LongSpark_02 for the Texture.  From what I've seen so far, that particular BaseMaterial is ideal in making a modded VFx mesh because the material is opaque and not see-through-ish.  If you want to make a modded VFx mesh, I suggest reading your character's VFx Materials via Hex Editor and see which Material references the BaseMaterial P_T1_VF_01 and then create and assign that particular Material for you mesh via Blender3D and UE4.  With the LongSpark_02 Texture, you can make it however it fits with the modded mesh.

Well, now you know you can actually change the shape of a fireball and turn it into hearts, stars, or whatever.






Reminder, this is how your VFx directories should look like:
[Image: 50339529998_e7b7e18a74_z.jpg]

Inside the Chara/XXX/VFx :
[Image: 50340587782_02c10f0157_z.jpg]

Inside VFx/CXN :
[Image: 50340216641_91cc205826_z.jpg]
VFx Folder outside of Chara is optional if you really want to go in-depth with the Texture editing of the VFx.




I hope this helps!

Print this item

  Camera mod?
Posted by: gbxemu - 09-13-2020, 10:51 PM - Forum: Modding Questions & Discussions - Replies (2)

Hello,

The title pretty much explains it. Is there any working camera mod? The CE ones don't work for me.

Everytime i try to launch SFV with CE open i get the usual error. I tried the "NotCE" fix and it's still the same.

Please help Smile

Print this item

  Blurry Graphics Fix Through Mods and Reshade
Posted by: spin1490 - 09-12-2020, 11:45 PM - Forum: Tools, Tutorials & Resources - Replies (2)

This will show you how to fix Street Fighter 5's blurry graphics on PC through mods and Reshade by adding better versions of the "Ink" effect and anti-aliasing than what comes with the game



Print this item

  Character Select Screen Issue
Posted by: mattiroquai - 09-11-2020, 03:04 AM - Forum: Modding Questions & Discussions - Replies (16)

Hey again everyone!

Thanks to @Leonaura's help with the Sakura eyelens issue, I pretty much finished my first mod! But of course, there is one slight issue...

On the 2P side on the character select screen, the model doesn't load in right. 

Show ContentSpoiler:


Just an issue with this mod, no other mod does this. What's the one simple thing I'm missing this time?

Print this item

  Is it possible to mod the tracksuit?
Posted by: beatlemnkyhuman - 09-09-2020, 11:59 AM - Forum: Modding Questions & Discussions - Replies (2)

Wanted to color mod them.

I figured making them into addidas tracksuits would be easy enough.

Simply change the colors to black and white.

Can't seem to do it.

think it may be something to do with them only having two slots.

any ideas?

Print this item

  I want to mod swap so many costumes but have no idea how
Posted by: beatlemnkyhuman - 09-09-2020, 10:08 AM - Forum: Modding Questions & Discussions - Replies (3)

Can anyone really walk me through it?

I red the walkthrough on tools and resources and I've tried it but can never get it to work.

Print this item

Online Users
There are currently 35 online users. » 2 Member(s) | 33 Guest(s)
Cbk_TheGawd, mzrx7